bsnes/higan/target-ethos/Makefile

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name := higan
processors := arm gsu hg51b lr35902 r6502 r65816 spc700 upd96050
include processor/Makefile
include fc/Makefile
include sfc/Makefile
include gb/Makefile
include gba/Makefile
# include nds/Makefile
ui_objects := ui-ethos ui-configuration ui-interface ui-utility
ui_objects += ui-input ui-window ui-general ui-settings ui-tools
ui_objects += phoenix ruby
ui_objects += $(if $(call streq,$(platform),win),resource)
# platform
ifeq ($(platform),x)
ruby := video.glx video.xv video.sdl
ruby += audio.alsa audio.openal audio.oss audio.pulseaudio audio.pulseaudiosimple audio.ao
ruby += input.sdl input.x
else ifeq ($(platform),osx)
ruby := video.cgl
ruby += audio.openal
ruby += input.carbon
else ifeq ($(platform),win)
ruby := video.direct3d video.wgl video.directdraw video.gdi
ruby += audio.directsound audio.xaudio2
ruby += input.rawinput input.directinput
endif
# phoenix
include phoenix/Makefile
link += $(phoenixlink)
# ruby
include ruby/Makefile
link += $(rubylink)
# rules
objects := $(ui_objects) $(objects)
objects := $(patsubst %,obj/%.o,$(objects))
obj/ui-ethos.o: $(ui)/ethos.cpp $(call rwildcard,$(ui)/)
Update to v088r11 release. byuu says: Changelog: - phoenix has added Window::setModal(bool modal = true); - file dialog is now modal. This allows emulation cores to request data and get it immediately before continuing the loading process - save data is hooked up for most systems, still need to handle subsystem slot saves (Sufami Turbo, basically.) - toggle fullscreen key binding added (Alt+Enter for now. I think F11 is probably better though, Enter is often mapped to game start button.) - video scaling is in (center, scale, stretch), works the same in windowed and fullscreen mode (stretch hides resize window option), all in the settings menu now - enough structure to map all saved paths for the browser and to load BS-X slotted carts, BS-X carts, single Sufami Turbo carts Caveats / Missing: - Super Game Boy input doesn't work yet (due to change in callback binding) - doesn't load secondary Sufami Turbo slot yet - BS-X BIOS isn't show the data pack games to load for some reason (ugh, I hate the shit out of debugging BS-X stuff ...) - need mute audio, sync audio+video toggle, save/load state menu and quick keys, XML mapping information window - need cheat editor and cheat database - need state manager - need to sort subsystems below main systems in load menu (basically just see if media.slot.size() > 0) - need video shaders (will probably leave off filters for the time being ... due to that 24/30-bit thing) - need video adjustments (contrast etc, overscan masks) - need audio adjustments (frequency, latency, resampler, volume, per-system frequency) - need driver selection and input focus policy (driver crash detection would be nice too) - need NSS DIP switch settings (that one will be really fun) - need to save and load window geometry settings - need to hook up controller selection (won't be fun), create a map to hide controllers with no inputs to reassign
2012-05-03 12:36:47 +00:00
obj/ui-configuration.o: $(ui)/configuration/configuration.cpp $(call rwildcard,$(ui)/)
obj/ui-interface.o: $(ui)/interface/interface.cpp $(call rwildcard,$(ui)/)
obj/ui-utility.o: $(ui)/utility/utility.cpp $(call rwildcard,$(ui)/)
obj/ui-input.o: $(ui)/input/input.cpp $(call rwildcard,$(ui)/)
Update to v088r12 release. byuu says: Changelog: - all hotkeys from target-ui now exist in target-ethos - controller port menus now show up when you load a system (hidden if there are no options to choose from) - tools menu auto-hides with no game open ... not much point to it then - since we aren't using RawInput's multi-KB/MS support anyway, input and hotkey mappings remove KB0:: and turn MS0:: into Mouse::, makes it a lot easier to read - added mute audio, sync video, sync audio, mask overscan - added video settings: saturation, gamma, luminance, overscan horizontal, overscan vertical - added audio settings: frequency, latency, resampler, volume - added input settings: when focus is lost [ ] pause emulator [ ] allow input - pausing and autopausing works - status messages hooked up (show a message in status bar for a few seconds, then revert to normal status text) - sub systems (SGB, BSX, ST) sorted below primary systems list - added geometry settings cache - Emulator::Interface cleanups and simplifications - save states go into (cart foldername.extension/bsnes/state-#.bsa) now. Idea is to put emulator-specific data in their own subfolders Caveats / Missing: - SGB input does not work - Sufami Turbo second slot doesn't work yet - BS-X BIOS won't show the data pack - need XML mapping information window - need cheat editor and cheat database - need state manager - need video shaders - need driver selection - need NSS DIP switch settings - need to hide controllers that have no inputs from the input mapping list So for video settings, I used to have contrast/brightness/gamma. Contrast was just a multiplier on intensity of each channel, and brightness was an addition or subtraction against each channel. They kind of overlapped and weren't that effective. The new setup has saturation, gamma and luminance. Saturation of 100% is normal. If you lower it, color information goes away. 0% = grayscale. If you raise it, color intensity increases (and clamps.) This is wonderful for GBA games, since they are oversaturated to fucking death. Of course we'll want to normalize that inside the core, so the same sat. value works on all systems, but for now it's nice. If you raise saturation above 100%, it basically acts like contrast used to. It's just that lowering it fades to grayscale rather than black. Adding doesn't really work well for brightness, it throws off the relative distance between channels and looks like shit. So now we have luminance, which takes over the old contrast <100% role, and just fades the pixels toward black. Obviously, luminance > 100% would be the same as saturation > 100%, so that isn't allowed, it caps at 100% now. Gamma's the same old function. Gamma curve on the lower-half of the color range. Effects are applied in the order they appear in the GUI: color -> saturate -> gammify -> luminate -> output.
2012-05-04 12:47:41 +00:00
obj/ui-window.o: $(ui)/window/window.cpp $(call rwildcard,$(ui)/)
obj/ui-general.o: $(ui)/general/general.cpp $(call rwildcard,$(ui)/)
obj/ui-settings.o: $(ui)/settings/settings.cpp $(call rwildcard,$(ui)/)
obj/ui-tools.o: $(ui)/tools/tools.cpp $(call rwildcard,$(ui)/)
obj/ruby.o: ruby/ruby.cpp $(call rwildcard,ruby/*)
$(compiler) $(rubyflags) -c $< -o $@
obj/phoenix.o: phoenix/phoenix.cpp $(call rwildcard,phoenix/*)
$(compiler) $(phoenixflags) -c $< -o $@
obj/resource.o: $(ui)/resource.rc
Update to v090 release. byuu says: Most notably, this release adds Nintendo DS emulation. The Nintendo DS module was written entirely by Cydrak, so please give him all of the credit for it. I for one am extremely grateful to be allowed to use his module in bsnes. The Nintendo DS emulator's standalone name is dasShiny. You will need the Nintendo DS firmware, which I cannot provide, in order to use it. It also cannot (currently?) detect the save type used by NDS games. As such, manifest.xml files must be created manually for this purpose. The long-term plan is to create a database of save types for each game. Also, you will need an analog input device for the touch screen for now (joypad axes work well.) There have also been a lot of changes from my end: a unified manifest.xml format across all systems, major improvements to SPC7110 emulation, enhancements to RTC emulation, MSU1 enhancements, icons in the file browser list, improvements to SNES coprocessor memory mapping, cleanups and improvements in the libraries used to build bsnes, etc. I've also included kaijuu (which allows launching game folders directly with bsnes) and purify (which allows opening images that are compressed, have copier headers, and have wrong extensions); both of which are fully GUI-based. This release only loads game folders, not files. Use purify to load ROM files in bsnes. Note that this will likely be the last release for a long time, and that I will probably rename the emulator for the next release, due to how many additional systems it now supports.
2012-08-07 14:08:37 +00:00
ifeq ($(arch),win32)
windres --target=pe-i386 $(ui)/resource.rc obj/resource.o
else
windres $(ui)/resource.rc obj/resource.o
Update to v090 release. byuu says: Most notably, this release adds Nintendo DS emulation. The Nintendo DS module was written entirely by Cydrak, so please give him all of the credit for it. I for one am extremely grateful to be allowed to use his module in bsnes. The Nintendo DS emulator's standalone name is dasShiny. You will need the Nintendo DS firmware, which I cannot provide, in order to use it. It also cannot (currently?) detect the save type used by NDS games. As such, manifest.xml files must be created manually for this purpose. The long-term plan is to create a database of save types for each game. Also, you will need an analog input device for the touch screen for now (joypad axes work well.) There have also been a lot of changes from my end: a unified manifest.xml format across all systems, major improvements to SPC7110 emulation, enhancements to RTC emulation, MSU1 enhancements, icons in the file browser list, improvements to SNES coprocessor memory mapping, cleanups and improvements in the libraries used to build bsnes, etc. I've also included kaijuu (which allows launching game folders directly with bsnes) and purify (which allows opening images that are compressed, have copier headers, and have wrong extensions); both of which are fully GUI-based. This release only loads game folders, not files. Use purify to load ROM files in bsnes. Note that this will likely be the last release for a long time, and that I will probably rename the emulator for the next release, due to how many additional systems it now supports.
2012-08-07 14:08:37 +00:00
endif
# targets
build: $(objects)
ifeq ($(platform),x)
$(strip $(compiler) -o out/$(name) $(objects) $(link))
else ifeq ($(platform),osx)
if [ -d out/$(name).app ]; then rm -r out/$(name).app; fi
mkdir out/$(name).app
mkdir out/$(name).app/Contents
mkdir out/$(name).app/Contents/MacOS
mkdir out/$(name).app/Contents/Resources
cp data/Info.plist out/$(name).app/Contents/Info.plist
sips -s format icns data/higan512.png --out out/$(name).app/Contents/Resources/higan.icns
$(strip $(compiler) -o out/$(name).app/Contents/MacOS/$(name) $(objects) $(link))
else ifeq ($(platform),win)
$(strip $(compiler) -shared -o out/phoenix.dll obj/phoenix.o $(phoenixlink))
$(strip $(compiler) -o out/$(name) $(subst obj/phoenix.o,,$(objects)) $(link) -Lout -lphoenix)
endif
resource:
sourcery $(ui)/resource/resource.bml $(ui)/resource/resource.cpp $(ui)/resource/resource.hpp
install:
ifeq ($(USER),root)
@echo Please do not run make install as root.
@echo The installer needs to know your home directory to install important files.
else ifeq ($(platform),x)
sudo install -D -m 755 out/$(name) $(DESTDIR)$(prefix)/bin/$(name)
sudo install -D -m 644 data/$(name).png $(DESTDIR)$(prefix)/share/pixmaps/$(name).png
sudo install -D -m 644 data/$(name).desktop $(DESTDIR)$(prefix)/share/applications/$(name).desktop
mkdir -p ~/.config/$(name)
cp -R profile/* ~/.config/$(name)
cp data/cheats.bml ~/.config/$(name)/cheats.bml
chmod -R 777 ~/.config/$(name)
endif
uninstall:
ifeq ($(platform),x)
sudo rm $(DESTDIR)$(prefix)/bin/$(name)
endif